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    <script src="../dist/iife/spine-phaser-v4.js"></script>
    <link rel="stylesheet" href="../../index.css" />
    <title>Spine Phaser Example</title>
  </head>

  <body class="p-4 flex flex-col items-center">
    <h1>Physics example 2 - Drag physics</h1>
  </body>
  <script>
    class BasicExample extends Phaser.Scene {
      preload() {
        this.load.spineBinary("celestial-circus-data", "/assets/celestial-circus-pro.skel");
        this.load.spineAtlas("celestial-circus-atlas", "/assets/celestial-circus-pma.atlas");
      }

      create() {
        const gameObject = this.add.spine(
          400,
          350,
          "celestial-circus-data",
          "celestial-circus-atlas"
        );
        gameObject.setInteractive();
        this.input.setDraggable(gameObject);
        gameObject.displayWidth = 150;
        gameObject.displayHeight = (gameObject.height / gameObject.width) * 150;
        gameObject.animationState.setAnimation(0, "eyeblink-long", true);

        let lastX, lastY;
        gameObject.on('dragstart', (pointer, dragX, dragY) => {
          lastX = gameObject.input.dragStartX;
          lastY = gameObject.input.dragStartY;
        })

        gameObject.on('drag', (pointer, dragX, dragY) => {
          // moving gameObject in its space
          gameObject.x += dragX - lastX;
          gameObject.y += dragY - lastY;

          // converting drag movement to skeleton space
          const pointBefore = { x: lastX, y: lastY };
          const pointAfter = { x: dragX, y: dragY };
          gameObject.phaserWorldCoordinatesToSkeleton(pointBefore);
          gameObject.phaserWorldCoordinatesToSkeleton(pointAfter);

          // transfer drag effect on physics contraints using physicsTranslate (we won't move the skeleton)
          gameObject.skeleton.physicsTranslate(pointAfter.x - pointBefore.x, pointAfter.y - pointBefore.y);

          lastX = dragX;
          lastY = dragY;
        })
      }
    }

    new Phaser.Game({
      type: Phaser.AUTO,
      width: 800,
      height: 600,
      type: Phaser.WEBGL,
      scene: [BasicExample],
      plugins: {
        scene: [
          {
            key: "spine.SpinePlugin",
            plugin: spine.SpinePlugin,
            mapping: "spine",
          },
        ],
      },
    });
  </script>
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